Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Sea/Naval Combat
Since ships have been confirmed, along with the $1.5 mil Stretch Goal for improved sea content I have been sold on this game. I've always enjoyed games were ship to ship combat was a thing (AC Black Flag, World of Warships, yes, even Archeage).
I'm really hoping we see a variety of ships, large guild ships, small one or two-man trade ships and a range in between. I feel I would really like to be a privateer or a blockade runner/smuggler on the high seas. (Insert "plundering booty" innuendo here). I played Archeage as a member of a pretty successful naval PVP guild and it was the most fun I'd had in an MMO in years, in spite that game's issues.
I'm really curious how this community feels about this aspect of AoC. Will there be guilds who focus on this? I'd also love to see a "pirate node" out on some island or costal area. Somewhere I can kiss grog and drink wenches... or something similar.
I'm really hoping we see a variety of ships, large guild ships, small one or two-man trade ships and a range in between. I feel I would really like to be a privateer or a blockade runner/smuggler on the high seas. (Insert "plundering booty" innuendo here). I played Archeage as a member of a pretty successful naval PVP guild and it was the most fun I'd had in an MMO in years, in spite that game's issues.
I'm really curious how this community feels about this aspect of AoC. Will there be guilds who focus on this? I'd also love to see a "pirate node" out on some island or costal area. Somewhere I can kiss grog and drink wenches... or something similar.
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I hope we have a variety of ships and ship weaponary aswell as a compas/captain mode where we can see enemy/friendly targets.
i also hope we can put our guild logos on the sails- was a nice personal touch. I was proud sailing our ship! And I want to be proud sailing with my guild on our adventures to be had in AoC!
We have unlocked the Enhanced Naval Content Stretch Goal!!!
Everyone here is SO EXCITED about the additional ships and water content that we will be creating. Sea based trade routes, combat ships, treasure hunting, underwater dungeons and mounts! A whole new sea of content
-Kickstarter update #9
My only experience with Naval combat is Sid Meier's Pirates. So ... I guess I'll check it out when it releases. My experience with mmo-based vehicular combat has generally been not very positive (Star wars Galaxies, Swtor) but I'll definitely give it a go in AoC.
I am more excited about the treasure hunting and underwater dungeon bit though and Naval exploration.
I just thought meant we'd get bigger fish from fishing?
TBH I've never really played any games with sea battles except for AC Black Flag and AC Rogue and I loved it there so this really is great news for me. In terms of scope, I'm not sure what to think in terms of what they'll offer at release. My immediate reaction is surely they must concentrate on the nodes because this is the major selling point of the game but I guess there could be nodes underwater or on islands where ships are needed to get too. I know AA had it but it was established in Asia was it not?
Sounds exciting for sure, but it's also one of those elements where I think....."hmmm over ambitious or?". I'm looking forward to seeing what they develop in the naval context for sure.
I can't wait for the crafting involved. I'd rather be a ship-builder providing all the ships, if that ends up being a profession.
Could you imagine a "pirate node", or rather an island node? If you were a "pirate" and somehow grew your node and trade routes with shipping... I suppose that would make you the Pirate King if you also ruled that node!
...and I would supply your ships! =P
Long have I waited for great sea content and combat since the days of AA Alpha, do me proud Intrepid!
Also Rams.
I'd love to see ships as more that just transportation and more as a tool to drum up PvP.
On a side note, taking over a ship would be a nice system like permanately, though it would be a pain in the ass for some.
Which would make for quite a battle.
I was thinking of a Game called Asian Dynasties Ages of Empire III Think they did a pretty cool job of naval combat just as an example. There is something really satisfying about sinking ships. Hearing the wood splinter into pieces hearing it sink with somewthat of a last breath.
If ships could have artillery fire on land having the ability to use there weapons and x amount in land and maybe even transport players to attack nodes. That would be pretty impressive if IS pulled it off. (Air ships could be used to counter ships. guess only usable in a seige)
Could also be used for PVE For example an Island could be spawned were there is a group of monsters or group of villians that threatens the land. So it could be like a 40 man raid were toons get on their ships with supplies and raid the Island then take the castle. Plus there could be treasure hunts out at sea.
There are entire games devoted to this type of combat guess IS would not do it to that level. But if Intrepid Studios could make just a decent Armada and Ship Battles that would really set this game apart from other MMORPGs more so than it already is.
The ships themselves make a pretty impactful artistic statement. I mean if you are out there pillaging ship caravans guess you could have the flag with skull and crossbones and everything playing pirate. And there could be NPC undead ships.
Plus the giant squids and monsters out at sea....the more I think about it the more I like it. Maybe we could have custom flags so If you were a really good pirate Players would recognize you. Maybe there could be a game mechanics for boarding enemy ships ....
Regarding flags they are a form of identification so if you created a crew that saves people form monsters/pirates and made others aware of this via chat/forums then you will be recognized more easily.
1 While in transport people could be fishing (fishing pole or gathering nets)
But fishing for the great big one sounds pretty cool maybe They could add the weight of the fish to the stats to certain game fish(not tuna more like Marlins and stuff like that)
2 There could be NPC ships that are just huge that would be like a pretty good sized dungeouns. Make for a good raid.
3There could be waterways that go inland that lead to an underground dungeoun that is only excessable by ship.(most likely smaller one) Could be different part of the underrealm.
4A larger ship could be used to do battle against some sea dragon or other legendary sea monster or some other rare spawn that is not so legendary. Would require teamwork of about 15 people maybe more for legandary spawn.
Just like to add that ships can have multiple banners and flags. One denoting you are a pirate (skull and cross bones) another your guild banner or node banner. And ther could be another one that denotes your progression as a pirate. Or some other visual that denotes hundred ships sunk. Guess there could be one for hundred ships defended too. That would kind of give some sort of status out at sea the better that you are at it.
I really have my fingers crossed thought for controllable sails, to increase speed or turning and a controllable anchor that can be dropped.
I feel the ship mechanics don't need to be super complex if the sailing is fun and engaging.
I am predicting though, given the lack of gun powder, boarding will be the predominant for of ship vs shit combat.
They already have their hands full with a very complex game.
Would be nice to have ships in the initial game with some combat capabilities but would rather them focus on the core game first for initial release with ships in it.
If they try too do too much all at once for first release it could thin the game out.
Once the game is out and polished. It would be nice to see the game develop to more complex sea battles to do it justice.
We want to avoid Star Citizen scenario where people want too much all at once where it delays game being released or having a bunch od things rushed rather than some things well polished.
Do I want sea battles and amazing combat system for ships sure I do but lets get the core game out and start with some basic ships and functions first.
We can add complex stuff later where it can be a focus on development with the attention it deserves and to be done well, as future development after initial release.
What is encouraging is the lack of mission creep. Sure, you have vocal advocates for different mechanics all over the forums and Discord. "I know better than them, they should implement my idea NOW, or I will pout!!" thinking that they are actually effecting change, but none of that has come to pass. They have not changed a single mechanic or system from what they have initially promised or described as far as we have seen. The news from them is that everything is on development milestone track and proceeding as expected. While anticipation and hype are hard for some to deal with on a daily basis, just sit back and enjoy the ride.
It's much better to stick to the core and polish that for release.
Wishlist addons are things they should consider for future development or it will slow down the release, or worse dilute the game by trying to do much all at once in a limited amount of time.
It's good for people to give ideas and suggestions and should keep doing so. I am sure they may grab some ideas and implement for initial release if they are practical to fit into the stretch goals and time frame they are trying to keep.